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Doing an incredible job, you're very talented :>
Updates for December 2nd, 2022
- Converted VarbitDef loader
- Converted OpLoc2, OpHeld2, IfSetText, IfSetEvent, RunClientScript, VarpLarge packets
- This opened up new things such as equipping, unequipping items, sending configurations for certain interfaces, etc
- Re-installed a few plugins such as cabbage picking, run energy, attack tab interface, skill menus, and cleaned up commands plugin
- Re-worked InterfaceDestination a little bit to include "full screen" interfaces, such as the skill guides. These interfaces are what I'm calling full screen interfaces because they should take up the entirety of the game window
I'm still working on cleaning up the rest of my testing code, and expect to have the repository opened up at some point tomorrow! Took an off day yesterday so tomorrow will be jam-packed with progress on the conversion side of things. I'm also desperate to finish off these updating bugs so hopefully we can have that sorted tomorrow! For now, enjoy some more media
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I do plan on doing something along those lines in the future, it's just not in the project scope at the moment. I'll let you know when work has begun on the client refactoring process
Updates for December 5th, 2022
- Converted AnimDef, IfOpHeld2, IfOpLoc6 packets, added VarbitSmall & VarbitLarge packets
- Notes on VarbitSmall & VarbitLarge, I'm not sure if I was interpreting the code correctly or not, but it appears that OSRS encodes varbits in the same packet as varps, whereas 667 required a totally different packet. Scratched my head a little bit on this one until I did some digging in my references. This enabled sending the varbit for the hitpoints and prayer orb though!
- Fixed the issue with animations hiding the players torso
- This was due to the order in which I was writing the body parts. OSRS seemed to get away with writing some black magic math to loop the order, but I opted to write each part out individually. This allowed me better control over other various ways to encode body parts. Due for a clean up though!
- Fixed the face location block
- Just some simple math was off, should now work correctly!
- Re-installed the level up, teleport tabs, picking plugins
- I actually re-worked the cabbage picking plugin a lot, and made it super similar to OSRS. Essentially I delayed the removal of the object and adding the item to the inventory to the same delay that the animation takes (where AnimDef came in handy!). I then applied this logic to potatoes, and wrote a flax picking plugin.
- Fixed doors/gates plugin
- The root issue here was I disabled looking up object options by string, so I simply uncommented out the code and then started adding proper doors/gates ids. Nice and simple!
- Dumped item and object id constants
- Converted some dialogue interfaces (item, double item) and fixed up component ids for closing dialogue.
- Still a lot of work to do here but progress is good so far
- A bunch of other small changes that contribute to perfect emulation, too many to remember or look up.
I've definitely been distracted by both a lack of time and sheer enjoyment of converting stuff to make it work/emulate the game so getting the repo open hasn't happened fast enough for me. I have a couple more days of work and then a 4 day weekend so I'll be able to have it open by at least the start of next week, so bare with me! For now enjoy some more media
bussin
Looks really nice! Good luck with the project.
Updates for December 6th, 2022
Just a couple of small ones today!
- Converted NpcDef
- Implemented NPC updating (still need to add blocks)
- Fixed a problem with multiplayer, was just an issue with the 18 bit tile hash
- Re-enabled some other plugins that were dependant on NPCs
Here's some media!
good work loving it so far look sick
Looks so cosy with the winter maps
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